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Warhammer Infantry Pack

Reikland is red,
Secessionists are blue;
I hate the halflings,
and I hate you too.
- Marius Leitdorf, Imperial Diplomat

This pack includes
- Spanish Halberdier
- Spanish Tercio
- Spanish Swordsman
- Empire Halberdier
- Empire Swordsman
- Empire Captain

Keywords
Warhammer, Swordsman, Swordsmen, Infantry, Heavy, Light, Conquistador, Reikland, Averland, Stirland, Wissenland, Estalia, Spanish, Renaissance, Colonial, Era, Spain, Fantasy

Uses all in-game textures

Changes
- Improved Spell Throw animation
- Improved Stand Defend animation
- Improved Attack Defend animation
- Improved Walk Defend animation
- Added arm bands
- Shortened sword
- Made shield larger
- Brightened shield TC
- Broadened epaulettes
- Sword no longer sinks below ground level during death animation
- Synced Death and Decay Flesh animations
- Added Estalian Swordsman
- Updated breastplate trim on Estalian and Reiklander
- Fixed Portraits (no longer zoomed WAY in)
- Updated Estalian Targe wit TC
- Broadened Estalian sword to closer match the silhouette of the Reiklander
- Updated Spanish Swordsman
- Added Icons
- Fixed description
- Empire Swordsman updated, but still looks broken in the Model Viewer (Sorry, no idea why that's happening)
Previews
Contents

Empire Captain (Model)

Empire Captain Icons (Icon)

Empire Halberdier (Model)

Empire Halberdier Icons (Icon)

Empire Handgunner Icons (Icon)

Empire Swordsman (Model)

Empire Swordsman Icons (Icon)

Spanish Halberdier (Model)

Spanish Halberdier Icons (Icon)

Spanish Handgunner Icons (Icon)

Spanish Swordsman (Model)

Spanish Swordsman Icons (Icon)

Spanish Tercio (Model)

Reviews
General Frank
A very nice, Warhammer Fantasy inspired model. Works in-game and performs adequately. Good job.
Level 64
Joined
Dec 23, 2013
Messages
1,401
Greenskins, yes - though right now my main problem is making an appropriate skeleton / base orc mesh
I really like the Night Goblins and Black Orcs, and while making the armour for the greenskins isn't a problem, it's the base model that I'm challenged by - since I'll need to build one from scratch (which takes a long time on MdlVis, since it's one polygon at a time for each triangle, with hundreds of triangles per model)

Beastmen, probably not, certainly none of the bigger creatures
The tricky part about Beastmen is they need seamless skins.
Combine that with the tricky mesh of goat-men and the more bestial/violent animations, and it's certainly a learning experience.
Presently, the closest violently animated model I have is the Uruk Warrior 2.1 (unreleased) with pushing, shoving, howling, head shaking, and weapon clashing/shield bashing.

Modeling this fellow at the time of writing this

full
 
Level 34
Joined
Sep 17, 2010
Messages
2,733
Greenskins, yes - though right now my main problem is making an appropriate skeleton / base orc mesh
I really like the Night Goblins and Black Orcs, and while making the armour for the greenskins isn't a problem, it's the base model that I'm challenged by - since I'll need to build one from scratch (which takes a long time on MdlVis, since it's one polygon at a time for each triangle, with hundreds of triangles per model)

Beastmen, probably not, certainly none of the bigger creatures
The tricky part about Beastmen is they need seamless skins.
Combine that with the tricky mesh of goat-men and the more bestial/violent animations, and it's certainly a learning experience.
Presently, the closest violently animated model I have is the Uruk Warrior 2.1 (unreleased) with pushing, shoving, howling, head shaking, and weapon clashing/shield bashing.

Modeling this fellow at the time of writing this

full
How about using this guys as a base mesh? Ork: Pistol'Boyz
 
Level 4
Joined
Apr 22, 2019
Messages
62
Greenskins, yes - though right now my main problem is making an appropriate skeleton / base orc mesh
I really like the Night Goblins and Black Orcs, and while making the armour for the greenskins isn't a problem, it's the base model that I'm challenged by - since I'll need to build one from scratch (which takes a long time on MdlVis, since it's one polygon at a time for each triangle, with hundreds of triangles per model)

Beastmen, probably not, certainly none of the bigger creatures
The tricky part about Beastmen is they need seamless skins.
Combine that with the tricky mesh of goat-men and the more bestial/violent animations, and it's certainly a learning experience.
Presently, the closest violently animated model I have is the Uruk Warrior 2.1 (unreleased) with pushing, shoving, howling, head shaking, and weapon clashing/shield bashing.

Modeling this fellow at the time of writing this

full
General of the Empire?
 
Level 2
Joined
Oct 2, 2017
Messages
10
Currently working on the 2H & Goblin Greenskins

After that, if I'm still modeling (on the fence because of the EULA) I'll be taking a swing at Chaos & perhaps Dawi

I will very much hope that you will succeed and nothing bad will happen. I look forward to it Dawi
 
Level 64
Joined
Dec 23, 2013
Messages
1,401
i found a glitch with sword - this happen in many anims, like attack, ready and othersView attachment 380101
Oh jeez D:

I checked the copy I have, and that doesn't happen; but I'll re-bind the bones and update the pack just to be sure

Thanks man!

*Update
I've removed an offending polygon, un-tied and re-bound the sword three times, and it looks normal in-game and in the World Editor, but the model viewer on the Hive just doesn't like it :(

Here's a screenshot of the model in it's current form in the world editor

1-png.380117
2-png.380118


In none of my editors have I seen the sword do that before, it looks like an un-bound polygon, but it's been bound three times D:
Sorry man, my only guess is that the model viewer is a bit bugged; but I've tested it in-game just to be sure
 
Last edited:
Level 5
Joined
Aug 11, 2020
Messages
44
Oh jeez D:

I checked the copy I have, and that doesn't happen; but I'll re-bind the bones and update the pack just to be sure

Thanks man!

*Update
I've removed an offending polygon, un-tied and re-bound the sword three times, and it looks normal in-game and in the World Editor, but the model viewer on the Hive just doesn't like it :(
Thank you! I will check the new model in my map later
 
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